Zendir 2 has over 100 maps, 100 events and 100 characters, and yet the world's size just keeps expanding! I've fleshed out many of the minor villages visited for a short time in Zendir 1, and given them actual personalities. Now that I've done about 75% of the main storyline for Zendir 2, I need to...

... work on the side quests, but I've prioritized them below the main quest. You see, side quests exist in games in order to prevent them from becoming stagnant, linear and solely player-driven journeys. If a side quest features invaluable information as the reward, then this can help the player become increasingly immersed in the game as it will help them believe they made an impact on the world

or have otherwise affected the outcome of the story. Making extra information have an impact on the delivery of an ending is a difficult task as the ending would have to be specially designed as so to cater for the players that did and those that did not finish the side quest.

Additionally, linearity tends to be the cause of boredom. Many players stopped playing Final Fantasy 13 outright after it was revealed that players would have to spend upwards of twenty hours on the game in order to get past the linear section - a straight path of walking and battling which they could not deviate from. The difference between a story and a game is therefore profound in this regard - players play games to affect the story, not to read the story from a third-person perspective. They want to be part of it, to control the players. Final Fantasy 3, 4, 9 and 12 have succeeded by allowing the player to become stronger at their own will (again, through side quests or the defeating of special bosses to allow them to acquire stronger treasures, items and weapons) and so alter the difficulty of the endgame.

The perception of the player towards the characters they are can also vary depending on whether the actions they perform are those they chose, or whether the character chose it for themselves. The danger of disallowing the player from making choices with the main character is that if the player decides they don't like the main character for whatever reason (such as disagreeing with everything that every other character is saying) then they may be put off the game due to them turning into an unlikable character. A likable character is someone that can be emphasized with or understood. They may occasionally make mistakes, but they eventually achieve their aim. I have tried to put Zaphilia down this path - she is able to make the choices regarding what side quests are done, what dialogue options are chosen (when it comes to major decisions or the unveiling of additional information) and by emphasizing the point that she's not perfect. Nobody is, and the displaying of unobtainable characteristics may only make the player envious.

And so with the bulk of the main story done, I have a good idea what I want to do with one of the villages that the player has to reach. In this village, I want to make a revelation or two, and expand upon that revelation to therefore drive the main plot and danger of Count Hudu to the world, home.

After all, are the creators of the Gatestaff meant to be taken at face value? Do they have an additional characteristic that renders them invaluable to Zaphilia and her crew? Why does the world hate magic in Zendir 1? Could the creators have anything to do with it...? Find out in Zendir 2: A World Reborn!